That's standard sized WF maps. Still a solid improvement over Vanilla maps. So if you want to check out NCTH, go for those. And also get AFS, has a much better reputation for NCTH balance than the basic 1.13 data.

first: Thank you for the great work. Actually I am very happy with the sector inventory and the transformations.

Dont't know if it was discussed before but I would really like to see additional sorting options in the inventory.

In my mind, the buttons for weapons, ammo, etc should be in one line. Beneath that row there should be e.g. for weapons, buttons for the classes (pistols, mp, smg, etc.). If you click on ammo, you should have similar options like in BR (or other configurations, of course). In LBE you should be able to select between the different types (cp, bp, belt, vest, ect). It would be great if you could make the bombs and grenades sortable by caliber (if not, that's not bad, there aren't that much different grenades). Armor is clear (head, legs, chest).

I have no idea wether this suggestion is doable or not or how intricrate the work will be.

Maybe you'll be able to implement that. Anyway, again, thank you for the great new features!

Now I'm hanging out in Cambria, repaired, healed up, equipped my mercs, was about to go to Chitzena/Grumm when I realized I've never been attacked again, so I let the game run for two weeks, and nothing was attacked.

I dismissed all my mercs, except hamous, which I moved in the truck to omerta, and upon advancing time again my game freezes (100% cpu usage, have to kill via taskmon) as soon as it reaches 21:39 of the current day (approximately 4 hours later).

I think I messed everything up with my numerous xml/ini changes...

Edit #2: Nevermind, the freezes was from all my mercs simultaneously dropping their gear in drassen, it resolved itself after letting it run for 3 minutes.

I've reinstalled everything, only made changes to enemy/militia/creature slots in tactical (so savegame would load), and still nothing is attacking.

I'll try making a new game next, and let you know if I get attacked then.

Okay, so I've made a new game, made some ini changes to let militia get trained faster, and have 1 leadership be enough to make militia, then I went ahead and with cheating took drassen and cambria (as far as I was in my game), cleaned up a little bit in adjacent sectors, and started training militia.

Attacks were very heavy (not counting the drassen counterattack) in the first 3-4 days after taking drassen and cambria, but after that they slowed down considerably (1 attack per day or so).

Then I enabled elite militia training, upgraded all my militia to elite, and noticed that indeed, they would attack less with elites (1 attack every 3 days), so I disbanded some in the middle drassen sector, and they'd attack there faster again, I can actually direct where I'd like them to attack by having less militia in a sector.

Anyhow, attacks never stopped, so nevermind, I just messed something up in my savegame.

Also another factor that can be affecting this is the queen's reinforcement pool, i.e. how much men she can throw at you day after day. If you want massive attacks like the first 3-4 days everyday then up those numbers considerably, or make them unlimited.

You can maybe also play with the aggressive AI setting in the ini file.

On that note, I'm actually still kinda fuzzy on the relationship between the garrison and the pool of available troops. What determines the parameters for the queen drawing troops from the pool and sending them at you? How often, how many troops, etc. Obviously if the pool is unlimited, she doesn't send entire sectors of infantry, marching in an Arulco-length column at you. There seems to be some sort of limit in place.

And if you aren't playing with unlimited on, it becomes a moot point once the pool is empty, I think, because then she's limited to sending at you the number that the pool refreshes at... I think the default is 60 per difficulty level... and though that pool fills up an "unlimited" number of times, it only fills so fast, if I understand the ini notes.

So actually, I think a large part of getting her to send troops after you later game is upping the refresh number, rather than the initial pool size. Once you've killed off several hundred enemies (the garrison, plus the pool), she can only send out a certain size group, which can only accomplish so much. For reference, expert difficulty has a starting garrison of 150, and a pool of 400. Once you kill off those 550 bad guys (pretty quickly with large battles, and it won't even be this number, since some will remain garrisoned within unconquered towns) she only can add 180 to send after you, and obviously some of those are going to get demolished by town militia, and you'll never get to see them, and some of them will probably reinforce unconquered towns, and not get seen right away. Fighting a battle of 60+ in something like the DCA, or reinforcements from adjacent sectors... will get progressively rarer I would think, unless she gets more than 180 (less in lower difficulties) at a time to work with.

Hi I am running Tai's unsteable 4930 with HAM5.51 installed. (I have also swapped over the TableData and relevant item images from AIMNASv20). I am also using Dimitri's Jagged Alliance deadly games Merc add-on. (hired posty and reuben)

Day 1 20:32 I receive an email which causes CTD (no error message) when I click to open the laptop interface.

On one occasion I was able to open the email before it crashed.

The message sender is labled as Speck but the email is signed by "Richard"

I had received one other in-game email of a similar nature which didnt cause a crash

Messages:445
Registered:October 2009 Location: The safe end of the barre...

Heyho landlubbers,

If anyone attempts to merge this to SVN, I would like to take out a section of the AI, because I'm not sure it's actually better and wish to rework it. I would like to merge these myself if possible, to include the various fixes i had done, but without touching the actual decision making for now.
The following files are affected:

The code is now mostly merged and I'm just testing and tacking on things like ammo boxes to the inventory buttons. The only thing I couldn't get to work was the new travel path function for the strategic map. (the path refused to go into the middle of the grid squares)

Has anyone encountered that items disappearing bug in the default maps or the WF maps? I've been unable to recreate it in my testing of the code, leading me to think it may be something to do with the UC maps.

I've been playing UC4915SCI for some time, i get 3 corrupted save games and a crushed hdd so i spent some time on it and happened items disappearing bug every now and then. I haven't played ham5 much so i don't know if it's the same bug. If it happens again i'll provide you a save game. The bugs i get are:

-When i press ctrl+shift+a to make ammo crates some ammo disappear. Especially .223 and 7.62x54R tracer
-When i press shift+m to bring all items to merc all items disappear and a certain scope(1.5x reflex sight IIRC) and some leg rig with long magazine holder spawns at the mercs position instead.
-If a sector has too many items, some items get disappear randomly each time i check sector inventory, i remove the ammo from guns for militia not pick them up from ground.

As I remember it, someone found that UC maps are more susceptible to the missing items bug in HAM5 due to the greater availability of Tactical to Tactical map transitions (Subway to Surface movements). I think it was found that loading the Strategic Screen prevented the bug, no further investigation seemed warranted at the time with Headrock's disappearance.